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Re:Plane Food Simulator 2021 by hypertele-Xii on Tuesday July 13, 2021 @03:34PM (#27825237)
The tools are slowly catching back up to fill the void left by Flash. Not quite there yet, but I'm optimistic about the next 5 years.
Re:Plane Food Simulator 2021 by nanis on Tuesday July 13, 2021 @07:41PM (#27827568)
>> The tools are slowly catching back up to fill the void left by Flash.

> Uncaught (in promise) Your browser does not support graphics API "WebGL 2.0" which is required for this content.

Firefox 90 on 64-bit Windows 10. Presumably because I insist on using my souped up T400.

Still, looking at the video, I am going to say *VERY* slowly catching up.

Re:Plane Food Simulator 2021 by iratewizard on Tuesday July 13, 2021 @07:51PM (#27827637)
I'm someone who was very active making flash games from 2006-2009 and who ran a 3rd party aggregation site for flash content. The people who I mostly noticed working on these projects were young and experimenting with pirated copies of flash. It was a community that popped up spontaneously. As far as I've seen, there won't be a resurgence. The next generation will have their own creative communities spontaneously explode and then disappear.
Re:Plane Food Simulator 2021 by moondev on Tuesday July 13, 2021 @08:32PM (#27827996)
This brings me nostalgia about 2advanced.net, there was some truly creative work in that era!
Re:Plane Food Simulator 2021 by herbst on Tuesday July 13, 2021 @07:02PM (#27827301)
If you consider haxe that compiles flash source to HTML5 and more I am not sure there is a gap or just a broken market.

For some reason kongregate decided it's not worth getting new games anymore. They must know why

Re:Plane Food Simulator 2021 by asadlionpk on Tuesday July 13, 2021 @05:14PM (#27826411)
whats the current fastest way to make dumb small games like we did with Flash?
Re:Plane Food Simulator 2021 by dubcanada on Tuesday July 13, 2021 @06:32PM (#27827069)
I’m not sure why nobody is suggesting the engine that most of itch games use but

Love 2D

Re:Plane Food Simulator 2021 by AnyTimeTraveler on Tuesday July 13, 2021 @06:47PM (#27827174)
Really good engine for game jams as well! Offers loads of freedom while being fast and having a lot of lua libraries to make things like menus just a 10 line thing.
Re:Plane Food Simulator 2021 by vorpalhex on Tuesday July 13, 2021 @06:44PM (#27827155)
Small, well kept engines like this are the answer. You can of course write your own or build tooling on a bigger engine like unity, but if you just want a quick solution something like Love or Phaser is the way to go.
Re:Plane Food Simulator 2021 by hypertele-Xii on Tuesday July 13, 2021 @08:24PM (#27827920)
PICO-8 for really small ones.

TIC-80 for slightly larger ones.

Maybe Picotron in the future for yet larger ones. [1]

There's an open market niche for an integrated editor like the abovementioned but without arbitrary restrictions (of resolution, color palette, etc.), that isn't quite as big as say Unity or Godot. Noone has made this yet. But since the space exists between multiple efforts from both ends of the scale, it'll be filled soon enough.

Even I've considered making it, but have too many projects on my plate.

Game Maker gets an honorable mention, but it's pretty trash these days since the original author sold it.

[1] https://www.lexaloffle.com/picotron.php

Re:Plane Food Simulator 2021 by bob1029 on Tuesday July 13, 2021 @06:36PM (#27827103)
> fastest way

Probably with whatever programming language you are currently best at. Virtually every modern language has a quick happy path to the web.

More specifically, those skilled in HTML/JS/CSS (and particularly WebGL) can do a shitload of damage on first order terms. E.g. everything inlined into single index.html file out on Github Pages. Doesn't get much faster than that.

If you have a little bit more time, you can investigate some systems-level programming options. I can provide a solid recommendation for C#/.NET. Blazor in particular is a really compelling way to put the type system of C# on top of your web components. For a "dumb small" game, the expressiveness of C# 8.0+ might be a bit overkill, but it is still really fucking nice to have all the same. If you want 100% functional UI you can just pull that lever whenever you are ready. Also, operating with Blazor in server-side mode would enable very trivial and responsive multiplayer experiences (assuming participants are near the server). This approach could be compelling for settings like corporate, campus, event, private LAN, etc.

Re:Plane Food Simulator 2021 by kroltan on Tuesday July 13, 2021 @07:01PM (#27827287)
This game and many others are made using Unity.

It uses C# but compiles to web too, and has a very complete (if clunky) toolset.

Importantly, as compared with some of the alternatives, it can be used with very little actual programming, since it has a visual editor for levels, UI, animations, and whatnot.

as someone whose day job is making games in Unity, it is a bit finnicky for larger projects, but for this kind of scope it is perfectly adequate!

Re:Plane Food Simulator 2021 by mysterydip on Tuesday July 13, 2021 @05:44PM (#27826670)
Phaser perhaps? http://phaser.io/
Re:Plane Food Simulator 2021 by asadlionpk on Tuesday July 13, 2021 @06:36PM (#27827106)
I have used phaser. It's the best framework for writing js games quick. But it's not as cool as flash was.
Re:Plane Food Simulator 2021 by herbst on Tuesday July 13, 2021 @06:59PM (#27827276)
Also Check Flixel or rather Haxe. I never was a fan of flash, but damn Haxe makes it easy to write something that looks same on every device
Re:Plane Food Simulator 2021 by nick__m on Tuesday July 13, 2021 @06:59PM (#27827268)
Nim + sdl2 + wasm works ...

I should probably put my stupid maze generator somewhere so I could link to it.

Re:Plane Food Simulator 2021 by jmkni on Tuesday July 13, 2021 @05:25PM (#27826514)
Re:Plane Food Simulator 2021 by herbst on Tuesday July 13, 2021 @07:00PM (#27827280)
They asked for small and not 100mb overhead ;)
Re:Plane Food Simulator 2021 by frompdx on Tuesday July 13, 2021 @07:22PM (#27827437)
I think Godot is a good choice for something like this. HTML5 exports are easy to do.
Re:Plane Food Simulator 2021 by astrange on Tuesday July 13, 2021 @05:38PM (#27826625)
There are great Flash emulators available, so nothing is stopping you from making more swf games. You might have to fall back to an older machine if they haven't maintained the creation tools I guess, but it's more likely noone wants to make them anymore.
Re:Plane Food Simulator 2021 by nine_k on Tuesday July 13, 2021 @05:49PM (#27826713)
> nothing is stopping you from making more swf games

...as long as you have the original Macromedia animation software up and running, I presume?

I've seen a couple of good Flash players. Is there comparable open (or even closed but maintained) Flash animation software?

Re:Plane Food Simulator 2021 by astrange on Tuesday July 13, 2021 @06:52PM (#27827219)
Well, keeping an old machine or VM around to run an older version of Flash is much less of a burden than using one to run Flash Player. It's normal to have old equipment if you're a professional, and if not then creation tools don't have as many significant security issues so you don't have to rebuild the VM as much.

It might still be more work than people want to put up with.

Re:Plane Food Simulator 2021 by aero-glide2 on Wednesday July 14, 2021 @12:29AM (#27829741)
Godot engine also supports export to web. I still miss flash though